I'm doing the good old "HDR Bloom like an old Atari vector monitor" effect, and have a couple of questions:
1) For my initial draw surface, I am using D3DFMT_A16B16G16R16 and want to make sure that's an appropriate choice.
2) I'd like to confirm that my intermediate textures (where you step down to half size and gaussian blur) do not need extra bits; or do they? For the set of 4 or 5 bloom textures, what pixel format should I use for them?
3) And perhaps most important, how do you actually -draw- at "higher than 1.0" intensities? Do you really return RGB color components > 1.0, or do the extra HDR bits only get used from combined blending and so forth?